Metal Gear Solid 4 DEMO: RPCS3 Test

Metal Gear Solid 4 DEMO: RPCS3 Test

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Published on ● Video Link: https://www.youtube.com/watch?v=nQXidCoNNEc



Duration: 11:04
865 views
28


Video made to test RPCS3 perfomances + video output settings.
Big thanks to Dfactor Longplays for helping with the video export settings.
RPCS3 Settings:
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
PPU Calling History: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 0
PPU LLVM Greedy Mode: false
PPU LLVM Precompilation: true
Thread Scheduler Mode: Operating System
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
SPU GETLLAR polling detection: false
SPU Debug: false
MFC Debug: false
Preferred SPU Threads: 0
SPU delay penalty: 3
SPU loop detection: false
Max SPURS Threads: 6
SPU Block Size: Safe
Accurate GETLLAR: false
Accurate SPU DMA: false
Accurate Cache Line Stores: false
Accurate RSX reservation access: false
SPU Verification: true
SPU Cache: true
SPU Profiler: false
MFC Commands Shuffling Limit: 0
MFC Commands Timeout: 0
MFC Commands Shuffling In Steps: false
Enable TSX: Disabled
Accurate xfloat: false
Approximate xfloat: true
LLVM Accurate DFMA: true
PPU LLVM Java Mode Handling: false
Accurate PPU 128-byte Reservation Op Max Length: 0
PPU LLVM Accurate Vector NaN values: false
Stub PPU Traps: 0
Full Width AVX-512: false
Debug Console Mode: false
Hook static functions: false
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: 60
MSAA: Auto
Shader Mode: Async with Shader Interpreter
Write Color Buffers: false
Write Depth Buffer: false
Read Color Buffers: false
Read Depth Buffer: false
Log shader programs: false
VSync: true
Debug output: false
Debug overlay: false
Renderdoc Compatibility Mode: false
Use GPU texture scaling: false
Stretch To Display Area: false
Force High Precision Z buffer: false
Strict Rendering Mode: false
Disable ZCull Occlusion Queries: false
Disable Vertex Cache: false
Disable FIFO Reordering: false
Enable Frame Skip: false
Force CPU Blit: false
Disable On-Disk Shader Cache: false
Disable Vulkan Memory Allocator: false
Use full RGB output range: true
Strict Texture Flushing: false
Disable native float16 support: false
Multithreaded RSX: true
Relaxed ZCULL Sync: true
Enable 3D: false
Debug Program Analyser: false
Accurate ZCULL stats: false
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 150
Anisotropic Filter Override: 16
Texture LOD Bias Addend: 0
Minimum Scalable Dimension: 16
Shader Compiler Threads: 0
Driver Recovery Timeout: 1000000
Driver Wake-Up Delay: 300
Vblank Rate: 120
Vblank NTSC Fixup: false
DECR memory layout: false
Vulkan:
Force FIFO present mode: false
Force primitive restart flag: false
Force Disable Exclusive Fullscreen Mode: false
Asynchronous Texture Streaming 2: true
Enable FidelityFX Super Resolution Upscaling: false
FidelityFX CAS Sharpening Intensity: 50
Asynchronous Queue Scheduler: Device
Audio:
Renderer: XAudio2
Audio provider: CellAudio
Dump to file: false
Convert to 16 bit: false
Audio Channels: Downmix to Stereo
Master Volume: 100
Enable Buffering: true
Desired Audio Buffer Duration: 100
Enable Time Stretching: false
Time Stretching Threshold: 75







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